PhotonWaitController.cs 5.7 KB

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  1. using Photon.Pun;
  2. using System;
  3. using System.Collections;
  4. using System.Collections.Generic;
  5. using System.Linq;
  6. using UnityEngine;
  7. using UnityEngine.Events;
  8. using Hashtable = ExitGames.Client.Photon.Hashtable;
  9. using UnityEngine.UI;
  10. public class PhotonWaitController : MonoBehaviour
  11. {
  12. int waitCount = 0;
  13. public Text SyncText;
  14. private void Start()
  15. {
  16. OffSyncText();
  17. }
  18. void OffSyncText()
  19. {
  20. if (SyncText != null)
  21. {
  22. SyncText.gameObject.SetActive(false);
  23. }
  24. }
  25. IEnumerator SetWaitingText(string defultString)
  26. {
  27. float waitTime = 0.18f;
  28. int count = 0;
  29. if (SyncText != null)
  30. {
  31. SyncText.gameObject.SetActive(true);
  32. while (SyncText.gameObject.activeSelf)
  33. {
  34. count++;
  35. if (count >= 4)
  36. {
  37. count = 0;
  38. }
  39. SyncText.text = defultString;
  40. for (int i = 0; i < count; i++)
  41. {
  42. SyncText.text += ".";
  43. }
  44. yield return new WaitForSeconds(waitTime);
  45. }
  46. }
  47. }
  48. public void SetWaiting(string key, bool isGo, bool isAdd)
  49. {
  50. Hashtable PlayerProp = PhotonNetwork.LocalPlayer.CustomProperties;
  51. object value;
  52. if (isAdd)
  53. {
  54. if (PlayerProp.TryGetValue(key, out value))
  55. {
  56. if ((bool)PlayerProp[key] && !isGo)
  57. {
  58. return;
  59. }
  60. PlayerProp[key] = isGo;
  61. }
  62. else
  63. {
  64. PlayerProp.Add(key, isGo);
  65. }
  66. }
  67. else
  68. {
  69. if (PlayerProp.TryGetValue(key, out value))
  70. {
  71. PlayerProp.Remove(key);
  72. }
  73. }
  74. PhotonNetwork.LocalPlayer.SetCustomProperties(PlayerProp);
  75. }
  76. public static bool isWaiting(string key, Photon.Realtime.Player player)
  77. {
  78. Hashtable PlayerProp = PhotonNetwork.LocalPlayer.CustomProperties;
  79. object value;
  80. if (PlayerProp.TryGetValue(key, out value))
  81. {
  82. if ((bool)value)
  83. {
  84. return false;
  85. }
  86. else
  87. {
  88. return true;
  89. }
  90. }
  91. return true;
  92. }
  93. public static bool AllIsWaiting(string key)//Returns true if everyone has key false
  94. {
  95. foreach (var player in PhotonNetwork.PlayerList)
  96. {
  97. Hashtable PlayerProp = player.CustomProperties;
  98. object value;
  99. if (PlayerProp.TryGetValue(key, out value))
  100. {
  101. if ((bool)value)
  102. {
  103. return false;
  104. }
  105. }
  106. else
  107. {
  108. return false;
  109. }
  110. }
  111. return true;
  112. }
  113. bool RoomHasTrueKey(string key)
  114. {
  115. Hashtable roomHash = PhotonNetwork.CurrentRoom.CustomProperties;
  116. object value;
  117. if(roomHash != null)
  118. {
  119. if (roomHash.TryGetValue(key, out value))
  120. {
  121. if ((bool)value)
  122. {
  123. return true;
  124. }
  125. }
  126. }
  127. return false;
  128. }
  129. void SetRoomTrueKey(string key)
  130. {
  131. Hashtable roomHash = PhotonNetwork.CurrentRoom.CustomProperties;
  132. object value;
  133. if(roomHash == null)
  134. {
  135. roomHash = new Hashtable();
  136. }
  137. if (roomHash.TryGetValue(key, out value))
  138. {
  139. roomHash[key] = true;//if true, it can go through
  140. }
  141. else
  142. {
  143. roomHash.Add(key, true);
  144. }
  145. PhotonNetwork.CurrentRoom.SetCustomProperties(roomHash);
  146. }
  147. public IEnumerator Wait(string key)
  148. {
  149. if (true)
  150. {
  151. yield break;
  152. }
  153. StartCoroutine(SetWaitingText("Syncing"));
  154. Debug.Log($"Start Waiting:{key}");
  155. while (isWaiting(key, PhotonNetwork.LocalPlayer))
  156. {
  157. if (PhotonNetwork.IsMasterClient)
  158. {
  159. if (AllIsWaiting(key))
  160. {
  161. yield return new WaitForSeconds(Time.deltaTime);
  162. SetRoomTrueKey(key);
  163. }
  164. }
  165. if (RoomHasTrueKey(key))
  166. {
  167. SetWaiting(key, true, false);
  168. break;
  169. }
  170. yield return null;
  171. }
  172. yield return null;
  173. OffSyncText();
  174. Debug.Log($"End Waiting:{key}");
  175. }
  176. public Coroutine StartWait(string key)
  177. {
  178. waitCount++;
  179. key += "_" + waitCount.ToString();
  180. if(PhotonNetwork.InRoom)
  181. {
  182. key += "_" + PhotonNetwork.CurrentRoom.Name;
  183. }
  184. key += "_" + GameRandom.Range(0, 9999999).ToString();
  185. //int synchronizedSeed = PhotonNetwork.CurrentRoom.Name.GetHashCode() + waitCount;
  186. //System.Random random = new System.Random(synchronizedSeed);
  187. //key += "_" + random.Next(0, 9999999).ToString();
  188. keys.Add(key);
  189. if (!GManager.instance.IsAI)
  190. {
  191. if (!RoomHasTrueKey(key))
  192. {
  193. SetWaiting(key, false, true);
  194. return StartCoroutine(Wait(key));
  195. }
  196. }
  197. return null;
  198. }
  199. public List<string> keys = new List<string>();
  200. public void ResetKeys()
  201. {
  202. Hashtable PlayerProp = PhotonNetwork.LocalPlayer.CustomProperties;
  203. foreach(string key in keys)
  204. {
  205. PlayerProp.Remove(key);
  206. }
  207. PhotonNetwork.LocalPlayer.SetCustomProperties(PlayerProp);
  208. }
  209. }